Is Application Spacewarp Worth Integrating?
Hey all, just wanted to get some community (and hopefully developer) input on whether AppSW is appropriate for our project, and if other Unity devs have successfully shipped with it. We're working on a medium sized adventure game with lots of moving creatures and player interactions, budgeted for quest 2 but hoping to use AppSW to reduce our GPU load and fit more assets in, as well as limit the amount of curving corridors we need to make. From the demo available through the Meta URP fork it seems like AppSW has a ton of caveats that cause distortion, for example fast moving objects, railings, transparency; so we're wondering what the ideal use case for AppSW would be and if it fits our project. On a similar note, we've seen some posts on the forum that apparently shadergraph is not supported with AppSW. Is this information up to date? Any info on this would be great, cheers791Views0likes1CommentIf I use SpaceWarp for my game, do I follow the 72fps rule?
Hello, I have a performance problem in the game I developed in Unity, so I have to lower the critical values like RenderScale and keep the 72fps value, which is mandatory for Applab. This makes my game look bad. What I'm wondering is, when I use AppSW(SpaceWarp), the FPS value goes down to 35 in OVR Metrics, but the green line continues. In the documentation here https://developer.oculus.com/blog/introducing-application-spacewarp/ it says 36fps is equivalent to real 72fps in AppSW. Does this method prevent me from getting 36fps and publishing my game in QuestStore with VRC.Quest.Performance.1 rule?640Views0likes0Comments